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Poxia
95 posts


@starDevya Its not out yet 😭 but it will be released on Steam this year. I’m still working on the Steam page! And ummm its been more than a year working on this 🙏🙏🙏😭😅
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If you like what you see please help Retweet 🙏😭
This is Boss 1, Enoch. He teaches players the importance of constant movement, especially with his consecutive hammer stuns.
Also, thank you everyone who has helped repost the past few days. Yall are making my dream come true ❤️ #indiegames #gamedev
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@s3ththompson Tell me about TinyNodes , i can't find much on it.
What does it do ?
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@Stronkter problem is : if you want tweaks according to your need, then you are done for the day.
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@starDevya Can you tell me any source from where I can Start learning these
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-Mom, can we have Kingdom Rush mixed with Vampire Survivors and Clash Royale?
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-We have that at home.
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Kingdom Rush mixed with Vampire Survivors and Clash Royale at home:
#IndieDev #GameDev #SoloDev #SteamGames
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@yabsssai @oldgamesnob 3d jiggle in 3.js would make possible better AR/VR experience for upcoming future.
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@oldgamesnob "ai 3d generated models can add a whole new layer of realism to animations. i've seen it used in film production to create realistic crowd scenes. how do you plan on using jiggle physics for this project?"
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@alex2481kobe @VadumRankin Maybe, I will contribute in my own way to the repo ;)
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@VadumRankin will be live on web and public open source on tuesday! appreciate it!
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About 61 hours in on the Three.js map builder. Still polishing & debugging.
The past couple days:
- Full GLB pipeline — import + export round-trip with DRACO, KTX2, and meshopt decoders wired up. Drop a .glb in, edit it in the browser, export it back, opens clean in any other engine
- Custom PBR materials. Drop your own albedo / normal / roughness / metalness maps in and they show up on the material picker for any block
- Terrain generation + painted-grass scattering — huge thanks to @HLS_dev whose repos I built on top of for both. Procedural mountains, walkable, with grass that scatters when you paint it.
- Agent-driven authoring — Claude can drive the editor through Claude in Chrome
- Pile of small UX polish on path tools, transform gizmo, hotkey routing, and inspector controls
- A whole architectural stair generator. Six layouts, multi-floor stacking, swappable structural frames, optional handrails.
- Per-step rotated colliders so the character climbs every layout without skating
Still got a long list of bugs and a stack of tools that need fine-tuning.
Bigger goal: I'm building this so the community owns it. Open source, MIT, free to fork and contribute. If you've got an idea, I want to hear it.
More videos later today.
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@LyalinDotCom Let your mind go there ;)
I also want to try that out when i am free some time.
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What if you could use Gemma4 locally to power the dialog and events within a game?
I decided to give it a try, here's my experiment: github.com/LyalinDotCom/t…
✅ Gemma4 smaller end model
✅ basic SDK around the model to help build up the world
✅ Electron/ThreeJS game to try it


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